Sessions Survived
Record your sessions survived on your character record sheet. This number is an important prerequisite for virtues and issues.
Get +2 trait (virtue or issue) capacity per 12 sessions survived.
XP & Learning
Earn experience (XP) for your accomplishments, risks taken, and wealth assumed. Spend XP to improve skills and buy virtues.
Gaining XP
XP is earned.
The Bookkeeper awards XP befitting your accomplishments at the end of every session:
- Little to no progress towards a goal earns 15 XP
- Progress towards a goal earns you 30 XP. Kill monsters. Uncover a clue. Get some money.
- Succeeding at a moderate objective earns 60 XP. Kill a miniboss. Get lots of loot.
- Succeeding in a major goal gets you 120 XP. Clear a dungeon floor. Finish a venture.
You must directly participate in an accomplishment to earn XP from it. Usually, the entire gang gets the total, but if you sit out a big risk or plan, the Bookkeeper may award you less.
Bonus XP (i.e. from distress) adds to you current XP the instant it is gained.
PRACTICE
Using a skill grants practice in it. Track practice on your character record per skill. Practiced skills can improve at levelup.
Some skills practice more easily than others. Required d12 rolls make some skills innately riskier or more challenging,
You can gain practice in a skill you’re level 0 in.
Levelup
During levelup, buy 2 different skill levels or buy 1 skill level and 1 virtue / issue.
To improve a practiced skill by 1 level, spend XP equal to 10 times the level you wish to attain. For instance: it takes 30 XP to raise a skill from level 2 to level 3 and 10 XP to attain level 1 from 0.
You may not improve the same skill twice in a levelup.
After levelup, your practice resets in all skills.
Remember: 1 levelup per session. 2 heals per day. Since you levelup at meals or sleep, you’ll often heal and levelup concurrently.
TEACHING
Books can teach you skills, as can characters skilled in Instruction.
Practice may be gained from a teacher by an hour-long lesson. To teach another character, the teacher must forgo their own learning opportunity during a lunch or night’s sleep and use an hour of time. You may gain practice from a teacher so long as their skill level is superior to your own. Teachers are limited, however, as they may not bestow practice in a skill unless their Instruction level + 2 exceeds your level in said skill.
Books grant practice via an hour or more spent reading. Books possess a skill level. You may gain practice from a book so long as the book’s skill level is superior to your own.
Stabling
When your first character attains 1,000 total XP, you may begin a second character, beginning a stable.
A stable of characters comes with several conditions:
- You control 1 character at a time. Choose which character to control at start of session. Only they receive XP at end of session.
- Inactive, “stabled” characters require at least a shilling per day for food and housing. Advance arrangements, such as employment, prepaid rent, or owned housing obviate this fee.
Inactive characters may heal once per day, receiving stitches from the lifestyle they are paying for.
If an inactive character runs out of money, they face destitution, suffering a random theft or minor wound each day and accruing 1 Hunger stress per day.
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Urges
The Bookkeeper may allow you an urge. Choose from the list of suggestions or make one up. Satisfying an urge earns you 40 XP. Urges should not repeat.
suggested urges
- Personally haul more than £50 in ancient gold from a tomb or venture site (see gold fever.)
- Personally kill a monster larger than you.
- Reach 3 or more malus this session.
- Eat a meal made with a sinful or forbidden ingredient.
- Gain 3 or more comfort at a brothel, bar, or smoke parlor.
- Double your money in one session.
- Spend your last XP point on a morbid skill level.
- Defeat a specific foe/challenge that humbled you in the past.
- Go a week without rolling a single skill.
- Personally complete your gang’s current objective.
- Bring low a creature with rope, either by tying them up or stunning them.
- Suffer severity-3 wound in frontline combat.
- Steal part of or all of a human body. It must have value. Includes knucklebones, plagaliths, corpse wax, and mummies.
- Take someone unawares, surprise them, or exploit their weakness.
- Build or repair an item of wooden armor.
- Escape a tight place.
- Assist in an Avethan ritual or rite.
- Restore an air of propriety and civility following bloody violence.
- Receive payment for masonry-related work or violence.
- Photograph a subject that caused you distress.
- A companion uses a reaction bonus you provided.
- Severely injure someone who threatened your companion.
- Quickdraw someone.
- Encounter something from fairytales (a castle, a serpent, a fairy, etc.)
- Gain access to somewhere you’re not supposed to.
- Spite the Other in some way (kill a spriggan, nail a horseshoe to a tree, etc.)
- Plan and execute a stratagem or tactic.
- Steal from a target larger than you.
- Bring down a tree or a large monster.
- Recover from weary stress.
- Test a fringe medical theory on an ally.
- Get a reward for violent or carceral labor.
- Produce or sell a brew or distillate.
- Find and eat an unusual ingredient.
- Materially harm someone’s wealth or reputation.
- Fully stop an attack with your shield or portable cover.
- Eat meat or produce poached from private, protected, or forbidden land.
- Eat a pixie or bug.
- Hear a secret not meant for you.
- Scalp or skin an intelligent creature.
- Eat quadruple the usual food at a meal
- Feed a square meal to at least 1 Avethan.
- Succeed a terror roll.
- Obtain or bestow a new scar.
- Keep a perpetual stew going for 3 sessions.
- Pack and transport at least 10 burden of goods or wealth to a venture site or to sale.
- Open something ancient, or at least antique.
- Feed your companions a meal fried in fat.
- Cause an ally to succeed a roll with your Play skill.
- Recover from 3 or more distress.
- Cause a roll to succeed with a faith point.
- Orchestrate the burial of a human body.